‘Tacoma’ & ‘Gone Home’ designer Steve Gaynor

Steve Gaynor, the designer and writer of “Gone Home” and 2017’s “Tacoma,” talks about why “Tacoma” was so hard to make, what he learned by working with Ken Levine on “BioShock Infinite,” and whether he sees his work as part of a video-game movement.

‘Typeshift’ designer Zach Gage

Zach Gage, the designer of mobile games like “SpellTower,” “Really Bad Chess,” “Sage Solitaire,” and 2017’s “Typeshift,” talks to Chris and JJ during a live show from the Play NYC convention. Plus, JJ’s “Tacoma” mini review.

‘Edith Finch’ director Ian Dallas on ‘What Remains of Edith Finch’

Ian Dallas, the creative director of Giant Sparrow, talks about whether Molly starved to death, how he wrote a headline for The Onion that became a self-fulfilling prophecy, and why he wishes he had made an “Edith Finch” level with Weird Al Yankovic.

This is an extended audio version—close to uncut—of Chris’s Rolling Stone interview with Dallas.

‘Skyrim’ lead programmer Brett Douville: What I Play

Brett Douville, a former lead programmer at Bethesda Game Studios on games like “Skyrim” and “Fallout 4,” talks about why he sees himself in the kill animations for “Skyrim,” why he loves “Rez,” and what he’s doing for “Tacoma,” the next game from Fullbright.

Summer School with NYU’s Frank Lantz

Frank Lantz, the designer of “Drop7” and the director of the New York University department of game design, talks about why “Crackdown” is his favorite game, why video games are worth studying, and which games (“World of Warcraft”! “Galcon”! Poker!) he has spent the most time playing.